/Engine/Source/Runtime/Renderer/Public/MeshPassProcessor.h
Mesh pass types supported.
namespace EMeshPass { enum Type { DepthPass, SecondStageDepthPass, BasePass, AnisotropyPass, SkyPass, SingleLayerWaterPass, SingleLayerWaterDepthPrepass, CSMShadowDepth, VSMShadowDepth, Distortion, Velocity, TranslucentVelocity, TranslucencyStandard, TranslucencyStandardModulate, TranslucencyAfterDOF, TranslucencyAfterDOFModulate, TranslucencyAfterMotionBlur, TranslucencyAll, LightmapDensity, DebugViewMode, CustomDepth, MobileBasePassCSM, VirtualTexture, LumenCardCapture, LumenCardNanite, LumenTranslucencyRadianceCacheMark, LumenFrontLayerTranslucencyGBuffer, DitheredLODFadingOutMaskPass, NaniteMeshPass, MeshDecal, HitProxy, HitProxyOpaqueOnly, EditorLevelInstance, EditorSelection, Num, NumBits = 6, } }